I actually think Wind and Earth Temples were pretty good, mainly due to the collaboration with Makar and Medli. But yeah, there are many Zeldas with better dungeons.
Edit: As much as I love Ancient Cistern, I think Lanayru Mining Facility (3rd) and Sandship (5th) were the best dungeons of Skyward Sword. The timeshift stones simply give a new dimension to the puzzles.
A handfull of haters and people that cant grasp the controls dont reflect GAF's opinion as a whole.
Its a fantastic game and its widely accepted as such
Ancient Cistern would be the best looking one if it was an outdoor dungeon (and if it looked more like the entrance area). Zelda in general needs more outdoor dungeons, though to be fair SS had 2 of those (kinda)
is the Zelda cycle in full effect again and do people like SS now? Because I'm still very bitter about that game
I'd attribute the word "disturbing" to the Shadow Temple. I think "eerie" fits the Forest Temple quite well.
As for my choice I always liked the Ice Palace from A Link to the Past for some reason. Those elephant statues
I just realized for the first time while looking at the blown up image that these are not elephants but weird bald heads sticking their tongue out LOL!
and the ice dudes that come to life and run through the room are really creepy.
Oh and a bonus mention for the Master Quest version of Jabu Jabu's belly. Why? Because freakin' cows!
I would love to name more 2D dungeons but I guess their 2D-ness (and lack of color in the GB/GBC games) makes them very hard to remember for me. It's way easier for a three-dimensional space to create a lasting impression.
Honorable non-dungeon mention:
The bandit camp stealth section was something I really enjoyed in Twilight Princess.
On a different note, this thread once again reminds me to finally play through Majora's Mask. I've started it twice now, once on the GCN bonus disc in 2006 in the TP ramp-up (made it to the Zora dungeon) and then again last year but I always end up losing track of the game and end up not getting very far.
By the way, I think the Water Temple of OOT would have been MUCH better if we could really dive, Super Mario 64 style, rather than equip and unequip the iron boots dozens of times. The design itself is absolutely masterful, still challenging after beat the game several times. Plus, it has Dark Link <3
City in the sky is just too much clawshot usage for my liking, the boss as well for that matter.
I really hope any wii players here didn't leave the grating remote sounds on in that dungeon, I could only imagine the ear destruction coming from the tinny clawshot screeching out of the speakers ad nauseam. Not a bad dungeon though but I wouldn't consider it near the best.
I think they got so much use out of the dual clawshots in that dungeon that Skyward Sword had nothing left to offer with the item.
In any case solving the giant fan puzzle is a moment of great realization.
Just a tip, don't turn off the wiimote noises for TP and then play No More Heroes. Missed out on the final phone call (you can't press home during a phone call) and had to google it later
Ancient Cistern would be the best looking one if it was an outdoor dungeon (and if it looked more like the entrance area). Zelda in general needs more outdoor dungeons, though to be fair SS had 2 of those (kinda)
is the Zelda cycle in full effect again and do people like SS now? Because I'm still very bitter about that game
Edit: As much as I love Ancient Cistern, I think Lanayru Mining Facility (3rd) and Sandship (5th) were the best dungeons of Skyward Sword. The timeshift stones simply give a new dimension to the puzzles.
The Forest Temple music in Ocarina is pure genius. Eery, mysterious, spooky, ethereal, strange... man, it's so, so good. Can't explain how much I adore that temple.
part introduces a new (and great) area while the other regions just reuse the old ones. Normally I'm not a big fan of desert areas, but Lanayru is totally the highlight of Skyward Sword for me.
Ancient Cistern would be the best looking one if it was an outdoor dungeon (and if it looked more like the entrance area). Zelda in general needs more outdoor dungeons, though to be fair SS had 2 of those (kinda)
is the Zelda cycle in full effect again and do people like SS now? Because I'm still very bitter about that game
There are many SS detractors (as there generally are with brand new Zelda games) but they've always represented the vocal minority. SS is generally a loved game.
Just a tip, don't turn off the wiimote noises for TP and then play No More Heroes. Missed out on the final phone call (you can't press home during a phone call) and had to google it later
I did actually miss at least two phonecalls in NMH because of this, Travis trapped listening to nothing with the player left to do nothing but wait, a bit of an oversight there but it was one of the better uses of the speaker, Red Steel's one phone based multiplayer mode just about edges it out and that's the only praise I can give that game.
I honestly hope they dont go the realistic, dirty look route for Zelda Wii U.
The tech demo looked cool but an evolution of Skywards art or something just as expressive would make for a more memorable and enjoyable adventure for me.
While generally dungeons in latest Zeldas are interesting and entertaining, I feel their enjoyment a bit shortened from the fact that there are definitely too too few enemies and enemy types. Dungeons should be puzzle- but also action-focused environments in which player skills are proven allaround.
I feel SS for example miss completely any sense of progression and surprise in this regard, with the only notable enemies apart from the (beautiful) bosses being the Lizalfoss for the entire game (and dozens of boblins obviously).
Ps: try only to think at the amazing variety of enemies with varied behaviors that a "simpler" game likes Kid Icarus throw at you since the earlier levels...
While generally dungeons in latest Zeldas are interesting and entertaining, I feel their enjoyment a bit shortened from the fact that there are definitely too too few enemies and enemy types. Dungeons should be puzzle- but also action-focused environments in which player skills are proven allaround.
I feel SS for example miss completely any sense of progression and surprise in this regard, with the only notable enemies apart from the (beautiful) bosses being the Lizalfoss for the entire game (and dozens of boblins obviously).
Ps: try only to think at the amazing variety of enemies with varied behaviors that a "simpler" game likes Kid Icarus throw at you since the earlier levels...
With that said, I think they did a good job keeping the action up in the game. Each enemy had a different gameplay concept behind it, which is more than I can say for most enemies in games, especially Kid Icarus (great game though).
A handfull of haters and people that cant grasp the controls dont reflect GAF's opinion as a whole.
Its a fantastic game and its widely accepted as such
Oh, I agree. I loved playing the hell outta the game and when I finally joined GAF, I was surprised by the amount of hate the game gathered. Which is why I love this thread, SS finally getting some love!
I honestly hope they dont go the realistic, dirty look route for Zelda Wii U.
The tech demo looked cool but an evolution of Skywards art or something just as expressive would make for a more memorable and enjoyable adventure for me.
at this point, I really want to play as young Link again. The next game should follow in WW's footsteps (and no, the sky in SS doesn't count) - not necessarily the same graphic style (though I wouldn't say no to that), but in tone and game design. I don't like the 'overworld as a dungeon' approach in 3D Zeldas.
While generally dungeons in latest Zeldas are interesting and entertaining, I feel their enjoyment a bit shortened from the fact that there are definitely too too few enemies and enemy types. Dungeons should be puzzle- but also action-focused environments in which player skills are proven allaround. I feel SS for example miss completely any sense of progression and surprise in this regard, with the only notable enemies apart from the (beautiful) bosses being the Lizalfoss for the entire game (and dozens of boblins obviously).
Ps: try only to think at the amazing variety of enemies with varied behaviors that a "simpler" game likes Kid Icarus throw at you since the earlier levels...
The one thing that always gets me in Lakebed is where to start, the origin point for getting the water flow to the staircase always has me bumbling around the wrong rooms even though there is like just two of them you can actually access from the central area at first.
There were some amazing things in that temple, but it was also a bit too tedious and disorientating at times.
The sense of scale though is amazing (temple entrance, final boss room, etc.).
Oh, I agree. I loved playing the hell outta the game and when I finally joined GAF, I was surprised by the amount of hate the game gathered. Which is why I love this thread, SS finally getting some love!
My favourite dungeon in all of the Zelda games is without a doubt the second level of the second quest in The Legend Of Zelda.
Because of the way the item is hidden and you had no idea of how to get to it. When me and my brother finally figured it out our jaws dropped to the ground and we could finally continue our adventure.
The dungeon in itself is like most other dungeons in the game but that puzzle...
All these tunes send chills to the spine. They are so eerie, mystical sounding, and they represent the overall atmosphere of their respective temples magnificently. The sandship song in particular is just incredible.
I know I'm probably in the minority here but I also happen to really enjoy Skyloft as a town hub and all its habitants.
The Item Check Girl's crush, Groose's awesomeness and the secret crush and bug obsession of his goons, the wierd as shit looking Fortune Teller, Batreaux's curse, the stories/rumors at the Bazaar, the weak academy student etc, etc...
Its also a great place to relax after diving into the dungeon world below. Awesome music too
I've been thinking about what irked me about SS. There has to be something...
I came to the conclusion that the unskippable cutscene when the Bird Patrol (or whetever its called, great idea though) saves you from a fall is a bit boring after the tenth time. That's all I can negatively say about the game
I've been thinking about what irked me about SS. There has to be something...
I came to the conclusion that the unskippable cutscene when the Bird Patrol (or whetever its called, great idea though) saves you from a fall is a bit boring after the tenth time. That's all I can negatively say about the game
The game's biggest problem is when it keeps you from playing it with all these little things like unskippable cut scenes for even the most insignificant things, dialog boxes taking too long to get through, etc. All the other stuff can be glossed over but that part is just terrible.